struct ps_in
{
	float4 position : SV_POSITION;
	float2 texCoord	: TEXCOORD;
	float3 normal	: NORMAL;
};

SamplerState s : register(s0);

Texture2D tex0 : register(t0);

float4 main(ps_in input) : SV_TARGET
{
	return float4(1.f, 0.f, 0.f, 1.f);
}